I figured out the conditions. In the scene, I have a model that has cameras (pre-render) attached to some portion of the models via textures. When I load that model, then it hangs. Without this model, everything looks just fine
Nick http://www.linkedin.com/in/tnick On Wed, Dec 23, 2009 at 7:23 PM, Trajce Nikolov <nikolov.tra...@gmail.com>wrote: > here is the code snippet > > mLib->getViewer()->stopThreading(); > mLib->getViewer()->removeView(view); > mLib->getViewer()->startThreading(); > > it is called before viewer->frame() > > let me investigate this a bit more. I tried to reproduce the problem with > osgcompositeviewer example, but there is works > > > Nick > > http://www.linkedin.com/in/tnick > Sent from Istanbul, 34, Turkey > > On Wed, Dec 23, 2009 at 6:47 PM, Robert Osfield > <robert.osfi...@gmail.com>wrote: > >> HI Nick, >> >> On Wed, Dec 23, 2009 at 4:27 PM, Trajce Nikolov >> <nikolov.tra...@gmail.com> wrote: >> > Hi Robert, >> > now it hangs at >> > // dispatch the rendering threads >> > if (_startRenderingBarrier.valid()) _startRenderingBarrier->block(); >> > the same method >> >> Is this during the the stopThreading() call? After? Have a look at >> what other threads are running to see where they have stopped. >> >> Robert. >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >
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